Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.
Also removes cross-tier effects of the affected types for free.

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You enter an aggressive battle rage, increasing Accuracy by 5 and Physical Power by 5 and making you nearly unstoppable, granting 3% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength.

Berserker Rage

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 14.4Range: melee/personalCooldown: 27Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 2 turns.
Also if the target is protected by a temporary damage shield there is 820% chance to shatter it.
Armor reduction chance increases with your Physical Power.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 24Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 100% weapon damage.

Fearless Cleave

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 36Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Spin around, extending your weapon in radius 2 and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns

Death Dance

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)
If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.

Effective talent level: 0.0Use mode: PassiveDescription: Dwarf skin is a complex structure; it can automatically react to physical blows and harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 0 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect; it can happen while already active.

Stoneskin

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 95 gold, up to +0. (currently +0)

Power is Money

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 57Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mystery to the other races, it is obvious that they share strong ties to the stone.
You can target any wall and immediately enter it, appearing on the other side.
This can pass through up to 1 tiles (increases with Constitution and talent level).

Stone Walking

0/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.30

Effective talent level: 1.3Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 26%.
Whenever your life falls below 50%, your life regeneration increases by 23.1 for 8 turns (185 total). This effect can only happen once every 15 turns.
The regeneration scales with your Constitution.

Vitality

1/5

Effective talent level: 1.3Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 17% chance to recover from a single stun effect.
At talent level 2 you may also recover from Blindness, at level 3 Confusion and Pins, and level 4 Disarms and Slows.
Effects will be cleansed with the priority order Stun > Blind > Confusion > Pin > Disarm > Slow.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

1/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by your very presence.
Enemies within radius 6 have their Physical Power, Mindpower, and Spellpower reduced by 2.
The power of the intimidation effect improves with your Physical power

Daunting Presence

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 1 for 0 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
You may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Effective talent level: 1.3Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 2, Armour hardiness by 18%, and reduces the chance melee or ranged attacks critically hit you by 3% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Quests

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

active

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.'

The Brotherhood of Alchemists

active

Equipment

On feet

pair of iron boots (0 def, 3 armour)
Requires:- Heavy armour training

3.00 Encumbrance.

Type: armor / feet ; tier 1

When wielded/worn:
Armour: +3
Fatigue: +2%

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 660% for 10 turns (0 total) and instantly restoring 33 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.